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P2p fullout with BK

By Back to Own on 23/07/2008
Any tactics or ideas?

Heres mine for defending:

user posted image

First off, we get near a position like the jail. We make a wall of people with dhide/karils, and have the mages/other vulnerable targets behind them (Blue dots). There will be a space or 2 behind the wall to ensure that when BK rushes in with barrages, the mages will not be targeted (green dots).

In any p2p fight, the mages and rangers will tend to stay near the edges of the fight to avoid gettingp piled

Before hand, we'll make a small "KO" unit (cyan dots) that's purpose will be to target BK mages and down them as quickly as possible. I mean seconds, mages should not be allowed to tank. . They'll sneak around the wall flank the back. We'll need a bunch of rangers/meleers (more rangers then meleers, we dont want half the unit to get frozen from 1 ice barrage), and maybe 1-2 mages to down the target quickly. DDs', seerculls, zgs, cbows, d spears, d scims, etc. We want a mix of styles to make sure our target is killed quickly


Also, I think it might be a good idea to make WG work in smaller units rather then one big clan. Each unit will be led by a different leader, and will work as a seperate body. Each unit will need to have a very good mix of melee/range/mage to make sure it works properly. If we dont, the units wont work out well. Each unit will have maybe like 10 people.

A problem with this is if the leaders of each unit get killed, or if one style gets killed off.

By DZ on 23/07/2008
I'm liking everything you've said.

The KO unit can be even farther north or south if it wanted to be to avoid them getting barraged or anything off the start.

A spread out formation is definatly a good idea, especially having people in Karils at the front.

Splitting into a bunch of different units might be a bit too complex for us, but I do agree. More than one pile would be much better I think.

Mages should definatly be our first priority.

By Back to Own on 23/07/2008
QUOTE (Darkzero101 @ July 23, 2008 12:08 pm)
The KO unit can be even farther north or south if it wanted to be to avoid them getting barraged or anything off the start.

The only thing is that I dont want them to get targeted in begining. Would it be against the rules to hide them outside boundaries?

Oh and another idea. Split pile equally into two parts. First part goes as far NE as boundaries allow, second one as far SE as it allows. If bk does not split and attack both, it will target one of them. Since the two parts are so far spaced out, the one that they didnt attack will be able to see most of BK easily, and their mages.

By Zlatan83 on 23/07/2008
We need to assign leaders and people who will range,mage and melee.

By Troll84 on 23/07/2008
We definately need to be using different groups for a P2P War. With P2P you need a lot less people to KO a target. You don't want to all be on one pile, it's a waste of time and resources.

I'd suggest splitting into a 'Sniper' group which consists of 86% rangers, 14% meleers who would be attacking mages and other vulnerable targets from the edge, led by one leader. The 14% consistency of meleers would serve as an anti-snipe for the snipers and would preferably be high levels.

A 'Melee' group consisting of 100% meleers (with rune c'bows) - These meleers would have top tanking/melee gear and also have full karils/armadyl to switch to when being maged. Also they would have a rune c'bow for when frozen so they are not idle. This group would be led by a leader, with a backup.

A 'Mage' group consisting of 74% mages and 26% meleers. The meleers would have the same gear as the meleers in the melee group. The mages would be wearing ahrims (not mystic... or they'd be ko'd..) and would be using MULTI SPELLS meaning barrage or at the lowest burst. (Keep it to barrage though imo). This group would also be led by one leader with a backup leader.

Say we pull 55 to the war. We should have:

Melee Group (25)-
-25 Meleers

Snipe Group (15)-
-13 Rangers
-2 Meleers

Mage Group (15)-
- 11 Barragers
- 4 Meleers

------------------------------------

My starting ideas for Attacking:

user posted image
Key: Red = Melee group, Green = Ranger Group, Blue = Mager group

As shown, we'd try and keep the three sectors seperate from the begining, with about a 2 second delay between main melee sector running in, and the others following. The snipers and mages try to stay behined the walls doing their stuff, while meleers in the middle do their stuff. The anti snipers for the snipe/mage sector should be one on each side of the mage/range groups for protection. These should be high level people.

My starting ideas for Defending:

user posted image
Key: Red = Melee group, Green = Ranger Group, Blue = Mager group, Cyan = KO group

As shown, the same setup as BTO's for the start except over a larger area so that nobody is stood on top of eachother (to make as least amount of people barraged at first as possible). Then, once they've charged the range & mage sectors run to their respective sides of the fight and do their thing, with their anti snipers in same position as last time.

Any questions? Suggestions? Errors? Disagreements? Agreements? hash.png

~Mugger84



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